











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Embers of Rage 1.5.0Official Expansion!Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 24 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 18 on the 54th Dusk 122nd year of Ascendancy at 17:10 0 / 7Killed by luminous horror at level 18 on the 54th Dusk 122nd year of Ascendancy at 18:50 Killed by luminous horror at level 18 on the 54th Dusk 122nd year of Ascendancy at 19:58 Killed by oozing horror at level 21 on the 60th Haze 122nd year of Ascendancy at 07:14 Killed by Ememina the grave wight at level 22 on the 3rd Allure 123rd year of Ascendancy at 16:34 Killed by gwelgoroth at level 24 on the 3rd Regrowth 123rd year of Ascendancy at 15:50 Killed by Urkis, the High Tempest at level 24 on the 6th Regrowth 123rd year of Ascendancy at 16:26 |
Primary Stats
| Strength | 49 (base 45) |
| Dexterity | 12 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 56 (base 54) |
| Willpower | 15 (base 12) |
| Cunning | 12 (base 12) |
Resources
| Vim | 48/119 |
| Life | -217/456 |
| Positive | 65/99 |
| Stamina | 81/164 |
| Paradox | 10 |
| Healing Factor | 1.3688949054846 |
| Regeneration | 3.4906820089858 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 31 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Nature | +27% |
| Physical | +11% |
| Arcane | +6% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +45% |
| Mind | +15% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 53.512449312286 (92.462686567164%) |
| Defense | 17 |
| Ranged Defense | 23 |
| Fatigue | 34 |
| Physical Save | 34 |
| Spell Save | 22 |
| Mental Save | 12 |
Defense: Resistances
| Acid | + 27%( 80%) |
| Mind | -13%( 70%) |
| Physical | -7%( 75%) |
| Cold | + 28%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 380 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Celestial / Radiance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Infernal combat | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Shattered Mind |
| talent | Hardened Core |
| talent | Tale of Destruction |
| beneficial effect | Each melee hit generates a radius 1 ball of fire dealing 36.85 damage. Demon Blade |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has been splashed with acid, taking 9.18 acid damage per turn, reducing armour by 14 and attack by 13. Acid Splash |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
| beneficial effect | Increases the effectiveness of all healing the target receives by 19%. Empowered Healing |
| detrimental effect | The target is in the center of a lightning hurricane, doing 32.93 to 98.80 lightning damage to itself and others around every turn. Hurricane |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Corrupted Sun!. Escort: repented thief (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 122. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of luminous horror dust. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of wight ectoplasm. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of iron boots of uncanny dodging (4 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eilinimina the ToxinblackInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +6% mind Changes damage: +27% nature Physical save: +5 (+3 eff.) Light radius: +2 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Urumas' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% cold / +1% physical Changes resistances penetration: +5% acid Changes damage: +12% cold / +6% physical Physical save: +9 (+5 eff.) Stamina each turn: +0.40 Vim when hit: +2.00 Only die when reaching: -80.00 life Rings can have magical properties. |
| On fingers | Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Vim when hitting in melee: +2.00 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | insidious dwarven-steel longsword of projection (126% power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Blood Grasp (20% chance level 3). On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +10 insidious poison Sharp, long, and deadly. |
| Around waist | Xiriamina the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances penetration: +25% acid / +15% mind Maximum encumbrance: +22 A belt that goes around your waist. |
| In off hand | reinforced steel shield of cold resistance (0%) (6 def, 7 armour, 63 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +16% cold / +0% physical Reduce damage by fixed amount: +0 physical Talents granted: +3 Battle Call +2 Block Handheld deflection devices. |
| Cloak | Bariladig the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Wil Changes damage: +6% arcane Mental save: +10 (+9 eff.) Mana when firing critical spell: +4.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating dwarven-steel plate armour of acid resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+4 eff.) Fatigue: +24% Changes resistances: +19% acid Talent granted: +2 Fiery Cleansing Life regen: +2.30 Stamina each turn: +0.80 A suit of armour made of metal plates. |
Inventory
grounding iron helm of the depths (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +6% cold / +6% temporal Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
demon seed [quasit] (level 21, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +21% physical Reduce damage by fixed amount: +11 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 25, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Blackice Demon status: alive (100% life). The seed of a demon. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Corrupted Sun! the Cornac Adventurer level 19
55th Dusk 122nd year of Ascendancy at 12:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Corrupted Sun! the Cornac Adventurer level 19
3rd Haze 122nd year of Ascendancy at 00:31 see stats
Exterminator
Killed 1000 creatures.By Corrupted Sun! the Cornac Adventurer level 18
53rd Dusk 122nd year of Ascendancy at 01:06 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Corrupted Sun! the Cornac Adventurer level 19
55th Dusk 122nd year of Ascendancy at 11:10 see stats
Level 10
Got a character to level 10.By Corrupted Sun! the Cornac Adventurer level 10
5th Mirth 122nd year of Ascendancy at 00:54 see stats
Level 20
Got a character to level 20.By Corrupted Sun! the Cornac Adventurer level 20
27th Haze 122nd year of Ascendancy at 16:07 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Corrupted Sun! the Cornac Adventurer level 14
24th Dusk 122nd year of Ascendancy at 23:40 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Corrupted Sun! the Cornac Adventurer level 19
55th Dusk 122nd year of Ascendancy at 12:16 see stats
The Arena
Unlocked Arena mode.By Corrupted Sun! the Cornac Adventurer level 9
3rd Mirth 122nd year of Ascendancy at 04:39 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Corrupted Sun! the Cornac Adventurer level 19
55th Dusk 122nd year of Ascendancy at 12:16 see stats
The Rat Lich
Killed the terrible Rat Lich.By Corrupted Sun! the Cornac Adventurer level 24
6th Regrowth 123rd year of Ascendancy at 06:28 see stats
The secret city
Discovered the truth about mages.By Corrupted Sun! the Cornac Adventurer level 11
2nd Dusk 122nd year of Ascendancy at 22:01 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Corrupted Sun! the Cornac Adventurer level 20
41st Haze 122nd year of Ascendancy at 08:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Corrupted Sun! the Cornac Adventurer level 14
41st Dusk 122nd year of Ascendancy at 20:23 see stats
Log
Corrupted Sun! imbues its weapon with demonic fire.
The shield around Urkis, the High Tempest crumbles.
Corrupted Sun! hits Urkis, the High Tempest for (12 absorbed), 61 physical, 2 nature, 8 light, 4 mind (75 total damage).
Demon Blade hits Urkis, the High Tempest for 33 fire damage.
Your shield crumbles under the damage!
The shield around Corrupted Sun! crumbles.
Corrupted Sun! resists!
Talent Block is ready to use.
A shield forms around Corrupted Sun!.
A shield forms around Urkis, the High Tempest.
Corrupted Sun! receives 22 healing.
Corrupted Sun! hits Urkis, the High Tempest for 7 light damage.
Corrupted Sun! receives 16 healing from Corrupted Sun!'s healing light area effect.
Urkis, the High Tempest receives 13 healing from Corrupted Sun!'s healing light area effect.
Urkis, the High Tempest's Shock hits Corrupted Sun! for (14 absorbed), 117 lightning (117 total damage).
Hurricane from Urkis, the High Tempest hits Corrupted Sun! for 98 lightning damage.
Wretchling's acid area effect hits Corrupted Sun! for 10 acid damage.
Wretchling's acid area effect hits Urkis, the High Tempest for 10 acid damage.
Acid Splash from Wretchling hits Corrupted Sun! for 6 acid damage.
Your shield crumbles under the damage!
The shield around Corrupted Sun! crumbles.
Urkis, the High Tempest casts Nova.
Insidious Poison from Corrupted Sun! hits Urkis, the High Tempest for (2 absorbed), 0 nature (0 total damage).
Thunderstorm hits Corrupted Sun! for (16 absorbed), 10 lightning (10 total damage).
Urkis, the High Tempest hits Corrupted Sun! for 145 lightning damage.
Corrupted Sun! casts Dimensional Step.
Corrupted Sun! emerges from a space-time rift!
Urkis, the High Tempest receives 13 healing from Corrupted Sun!'s healing light area effect.
Saving game...


































































